Copying //UE4/Odin-Staging to Main (//UE4/Main)

#lockdown nick.penwarden
#rb Merge

[CL 3118827 by Nick Whiting in Main branch]
This commit is contained in:
Nick Whiting
2016-09-08 20:14:18 -04:00
committed by Nick.Whiting@epicgames.com
parent 11131c6f59
commit 63c8a665fa
86 changed files with 1073 additions and 324 deletions
@@ -1001,9 +1001,9 @@ static void SetupBasePassView(FRHICommandList& RHICmdList, const FViewInfo& View
if (bShaderComplexity)
{
// Additive blending when shader complexity viewmode is enabled.
RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA,BO_Add,BF_One,BF_One,BO_Add,BF_Zero,BF_One>::GetRHI());
RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI());
// Disable depth writes as we have a full depth prepass.
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_DepthNearOrEqual>::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
}
else
{
@@ -1018,11 +1018,11 @@ static void SetupBasePassView(FRHICommandList& RHICmdList, const FViewInfo& View
RHICmdList.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA, CW_RGBA, CW_RGBA, CW_RGBA>::GetRHI());
}
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<true,CF_DepthNearOrEqual>::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());
}
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
if (!View.IsInstancedStereoPass())
if (!View.IsInstancedStereoPass() || bIsEditorPrimitivePass)
{
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
}